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deps/g3dlite/include/G3D/UprightFrame.h
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117
deps/g3dlite/include/G3D/UprightFrame.h
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/**
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\file G3D/UprightFrame.h
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\author Morgan McGuire, http://graphics.cs.williams.edu
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*/
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#ifndef G3D_UprightFrame_h
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#define G3D_UprightFrame_h
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#include "G3D/platform.h"
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#include "G3D/Spline.h"
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#include "G3D/Any.h"
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#include "G3D/CoordinateFrame.h"
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namespace G3D {
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/**
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\brief Coordinate frame expressed in Euler angles.
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Unlike a G3D::Quat, UprightFrame always keeps the reference frame from rolling about its own z axis.
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Particularly useful for cameras.
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\sa G3D::CoordinateFrame, G3D::Matrix4, G3D::PhysicsFrame, G3D::UprightSpline, G3D::UprightSplineManipulator
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*/
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class UprightFrame {
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public:
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Vector3 translation;
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/** -pi/2 < pitch < pi/2 in radians about the X-axis */
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float pitch;
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/** In radians about the Y-axis */
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float yaw;
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UprightFrame(const Vector3& t = Vector3::zero(), float p = 0, float y = 0)
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: translation(t), pitch(p), yaw(y) {}
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UprightFrame(const CoordinateFrame& cframe);
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/** Constructs an UprightFrame from an Any object.
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The Any format for UprightFrame is:
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pitch = ##,
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translation = Vector3(),
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yaw = ##
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*/
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explicit UprightFrame(const Any& any);
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Any toAny() const;
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UprightFrame& operator=(const Any& any);
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/** Supports implicit cast to CoordinateFrame */
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operator CoordinateFrame() const {
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return toCoordinateFrame();
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}
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CoordinateFrame toCoordinateFrame() const;
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/** Required for use with spline */
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UprightFrame operator+(const UprightFrame& other) const;
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/** Required for use with spline */
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UprightFrame operator*(const float k) const;
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/**
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Unwraps the yaw values in the elements of the array such that
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they still represent the same angles but strictly increase/decrease
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without wrapping about zero. For use with Spline<UprightFrame>
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*/
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static void unwrapYaw(UprightFrame* a, int N);
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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};
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/**
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\brief Shortest-path linear velocity spline for camera positions. Always keeps the camera from rolling.
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\sa G3D::UprightSplineManipulator, G3D::UprightFrame
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*/
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class UprightSpline : public Spline<UprightFrame> {
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protected:
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virtual void ensureShortestPath(UprightFrame* A, int N) const {
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UprightFrame::unwrapYaw(A, N);
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}
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public:
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UprightSpline();
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/** Constructs an UprightSpline from an Any object.
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The Any format for UprightSpline is:
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controls = (UprightFrame, ...),
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times = (##, ...),
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cyclic = bool
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The controls and times arrays must have the same length.
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*/
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explicit UprightSpline(const Any& any);
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virtual Any toAny(const std::string& myName) const override;
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Any toAny() const;
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UprightSpline& operator=(const Any& any);
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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};
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}
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#endif
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